The Stones
Summoning our courage, we brave the soft ground. The quicksand claws at our boots, hungry for flesh.
The travellers must depend on one another for rescue.
The travellers may not discuss.
On the count of three, each traveller points simultaneously at one other traveller.
If two travellers point at one another, they help one another escape and are safe.
If any traveller is not pointed to, they are forced to escape the quicksand alone. Injured, the abandoned traveller must discard one Blessing or Bargain. If one or more abandoned travellers possesses no Blessing or Bargain to discard, draw a single random Elder Card from the deck; it becomes a Curse. Place the Curse in the designated Curse area so all travellers can see it. If this is the party’s third Curse, click here.
When the above is complete, the first traveller who chose to push forward wins the Bargain of the Stones.
HELP FROM AN ITEM
If any traveller carries a HAMMER, they may claim the Bargain of the Stones instead.
It is almost dark by the time we feel firm earth under us again. Thankful for the ground beneath our feet, we hurry on.
-
When a spirit is displeased by the party, it will lay its Curse upon them. Curses have dire consequences. The more Curses a party gathers, the more lives will be claimed in the Heart of the Wood. Furthermore, if a party incurs three Curses, the Wood's spirits will reject them and they will be forced to flee for their lives, ending the game.
When you incur a Curse, place it in a designated area of the table so that all travellers are aware of it.
————
⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖
————